优化
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@ -230,6 +230,36 @@ function BattleControllerDungeonRune:getInitBoard()
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return self.boradList, self.fixedRandomGrid, self.mysteryBoxIndexMap
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return self.boradList, self.fixedRandomGrid, self.mysteryBoxIndexMap
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end
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end
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function BattleControllerDungeonRune:getRandomGridInfo()
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local list, fixedRandomGrid = self:getInitBoard()
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local fixedRandomList = fixedRandomGrid[self.curBoardIndex]
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local gridType = 0
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local elementType
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if fixedRandomList and fixedRandomList[1] then
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elementType = table.remove(fixedRandomList, 1)
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else
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local map = self.battleData:getElementTypeMap()
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self.getRandomGridInfoIndexs = table.clearOrCreate(self.getRandomGridInfoIndexs)
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self.getRandomGridInfoTypeList = table.clearOrCreate(self.getRandomGridInfoTypeList)
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for typeName, typeNum in pairs(BattleConst.ELEMENT_TYPE) do
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if not self:getSealElementType()[typeNum] and self:getSkillEntityByElement(typeNum) then
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local weight = 100
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if self.elementWeightMap and self.elementWeightMap[typeNum] then
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weight = weight + self.elementWeightMap[typeNum]
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end
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table.insert(self.getRandomGridInfoIndexs, weight)
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table.insert(self.getRandomGridInfoTypeList, typeNum)
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end
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end
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local index = GFunc.getRandomIndex(self.getRandomGridInfoIndexs)
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elementType = self.getRandomGridInfoTypeList[index]
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end
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return {gridType = gridType, elementType = elementType}
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end
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function BattleControllerDungeonRune:onLoadComplete(...)
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function BattleControllerDungeonRune:onLoadComplete(...)
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-- 处理技能
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-- 处理技能
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local unlockAllSkill = function(side)
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local unlockAllSkill = function(side)
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